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A Second Melee Button


Katsuni
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While the animations and attack choices with melee are fairly interesting, and surprising the amount of stuff which is possible with a single melee button, it still largely comes down to "fast swing" or "heavy swing" since it's limited to the single button.

 

A second button dedicated to melee could be useful in a variety of ways:
 

 

- Standard button usage works as normal with no real variation

- Secondary button is used to change to holding melee weapon primarily instead of a gun

- Left and Right mouse buttons now affect melee swings while melee weapon is held
- Horizontal and vertical attacks separated

- Horizontal better against large amounts of small enemies

- Vertical take downs better against large singular enemies

- Combinations of V and H attacks allow for more variation in combos

- Dual weilded weapons could be left / right hand weapons

- Dual weilded weapons could lead to interesting, unique combo attacks that differ considerably due to this

- Slight increase to skill ceiling by making the H and V attacks better against different enemies, especially in relation to hitting weak points

- Largely negligible increase to skill floor; more stuff available to make the game more interesting or challenging at higher levels of play, but not really needed for low level play

- Allows for the effective option of parrying attacks against melee-armed enemies

- Less button mashing and more intentional attack choices

 

 

Is it NEEDED for the game? Probably not. We could likely live without, but it would add some more depth to the game, and make melee combat a bit more rewarding and interesting for those who are leveling their melee or prefer it over standard weapons.

 

As such, this likely isn't high on the list of priorities, but it would be rather enjoyable if implemented, as well as offering more advanced game play at higher levels.

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I could see adding in a sort of "heavy" melee button. Something like the 'q' key for heavy attacks. With light and heavy melee attacks, you could then set up a melee combo system akin to God of War and NInja Gaiden. Each class of weapons could have different combos, and this would help to place more emphasis on the melee combat and spice it up. With the 'q' key taken up by a new function, the inventory key would have to be switched. I guess that'd require movement to 'z', and you could permanently display team stats somewhere else on the HUD to free up that key. Now I'm thinking ahead a little too much...

 

I would love to see a more fleshed out melee combat system with light and heavy melee attacks, but I'm not holding my breath. Maybe someday though.

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... How comes your name is the one from the french porn actress ?

 

By the way, I don't know if it would be a good idea. The only reason I use melee weapons is to kill quickly most of the enemies in the room, no more. The gameplay actually is speed enough for us to bother trying to find what key we need to press to do any melee attack. E is good, I love mashing E.

 

It's already complex enough how to parkour and yet nobody does it unless it helps to finish the level faster...

 

Tl;dr :

aintnobody.jpg

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I could see adding in a sort of "heavy" melee button. Something like the 'q' key for heavy attacks. With light and heavy melee attacks, you could then set up a melee combo system akin to God of War and NInja Gaiden. Each class of weapons could have different combos, and this would help to place more emphasis on the melee combat and spice it up. With the 'q' key taken up by a new function, the inventory key would have to be switched. I guess that'd require movement to 'z', and you could permanently display team stats somewhere else on the HUD to free up that key. Now I'm thinking ahead a little too much...

 

I would love to see a more fleshed out melee combat system with light and heavy melee attacks, but I'm not holding my breath. Maybe someday though.

 

I'd originally been going to offer "light" and "heavy" attacks, but after a bit of thought, a vertical and horizontal swing choice seemed generically more interesting as a whole, and typically more practical for the kind of game that we have. Just mashing E quickly for a quick hit, and holding for a heavy hit works great as it is for the "clear a room quickly of low level enemies", but it's kind of bland against larger enemies which mostly boils down to "Hold E, hold E, hold E, hold E", which is sadly the most effective way I've found of dealing with ancient disruptors.

 

Regardless, the melee looks flashy and neat, but it'd be nice to have some additional control over combos, as well as dedicated choices for clearing out rooms or taking out singular targets, or mixtures of both with neat, flashy attacks =3

 

... How comes your name is the one from the french porn actress ?

 

By the way, I don't know if it would be a good idea. The only reason I use melee weapons is to kill quickly most of the enemies in the room, no more. The gameplay actually is speed enough for us to bother trying to find what key we need to press to do any melee attack. E is good, I love mashing E.

 

It's already complex enough how to parkour and yet nobody does it unless it helps to finish the level faster...

 

Tl;dr :

aintnobody.jpg

 

First off, I've been using the name since before her, and am not about to give it up to a porn star =P

 

Second, the speed is true for much of the game, but it's almost too much at this point. I'm not saying to remove E for clearing out large rooms rapidly, but this would simply be an enhancement to make melee more enjoyable against mixed high level units, where the E key quickly becomes boring to use.

 

Options are what makes a game interesting; if every encounter is identical, then it's kinda boring. Being able to use your melee weapon in a more intricate method allows for more interesting choices beyond just "aim gun, push attack". There's a good start to a system here, and it'd be kinda neat to make it more fun when facing level 50+ enemies that don't go down in a single swing.

 

In short... more fun ways to kill bigger things that don't go down in one hit helps to keep the game interesting long term.

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Yeah, I see your point. I guess this option would be appreciated by players who loke to take their time to clear a level (I think of the stealth lovers). 

 

If such an option were to be, I'd activate it but only when I play in solo mode due to the online mode being too fast for it.

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